diff --git a/buildSrc/src/main/kotlin/BuildConfig.kt b/buildSrc/src/main/kotlin/BuildConfig.kt index 9d51f1350c..7fc64c84e2 100644 --- a/buildSrc/src/main/kotlin/BuildConfig.kt +++ b/buildSrc/src/main/kotlin/BuildConfig.kt @@ -3,8 +3,8 @@ package com.unciv.build object BuildConfig { const val kotlinVersion = "1.4.30" const val appName = "Unciv" - const val appCodeNumber = 550 - const val appVersion = "3.13.11-patch1" + const val appCodeNumber = 551 + const val appVersion = "3.13.11-patch2" const val gdxVersion = "1.9.14" const val roboVMVersion = "2.3.1" diff --git a/core/src/com/unciv/ui/worldscreen/WorldScreen.kt b/core/src/com/unciv/ui/worldscreen/WorldScreen.kt index d491a872bc..156b8c3a4d 100644 --- a/core/src/com/unciv/ui/worldscreen/WorldScreen.kt +++ b/core/src/com/unciv/ui/worldscreen/WorldScreen.kt @@ -70,7 +70,6 @@ class WorldScreen(val gameInfo: GameInfo, val viewingCiv:CivilizationInfo) : Cam init { - ImageGetter.setNewRuleset(gameInfo.ruleSet) // so that even if the multiplayerpoller pulls us back into a game after we changed rulesets, the images will be utd topBar.setPosition(0f, stage.height - topBar.height) topBar.width = stage.width @@ -125,8 +124,6 @@ class WorldScreen(val gameInfo: GameInfo, val viewingCiv:CivilizationInfo) : Cam stage.addActor(unitActionsTable) - // still a zombie: createNextTurnButton() // needs civ table to be positioned - val tileToCenterOn: Vector2 = when { viewingCiv.cities.isNotEmpty() -> viewingCiv.getCapital().location @@ -151,7 +148,8 @@ class WorldScreen(val gameInfo: GameInfo, val viewingCiv:CivilizationInfo) : Cam // isDaemon = true, in order to not block the app closing // DO NOT use Timer() since this seems to (maybe?) translate to com.badlogic.gdx.utils.Timer? Not sure about this. multiPlayerRefresher = timer("multiPlayerRefresh", true, period = 10000) { - loadLatestMultiplayerState() + if (game.screen != this@WorldScreen) multiPlayerRefresher?.cancel() + else loadLatestMultiplayerState() } } @@ -231,7 +229,6 @@ class WorldScreen(val gameInfo: GameInfo, val viewingCiv:CivilizationInfo) : Cam } private fun loadLatestMultiplayerState() { - // Since we're on a background thread, all the UI calls in this func need to run from the // main thread which has a GL context val loadingGamePopup = Popup(this)